Perhaps most important is the fact that the game menu is itself the central hub room of the game, where every instruction and gameplay option is printed on the walls. The game includes excellent touches that give the puzzling great character and unity. There’s a wonderful variety of puzzle types here, some using basic environment interaction like buttons and keyholes, and some using your trusty “block-moving gun” which you acquire early in your journey. As with most third-person puzzlers, the goal in every puzzle here is simply to continue, to unlock doors or escape rooms so as to open up new pathways. The puzzling in Antichamber goes above and beyond the call of duty. The world is mostly pure whites and blacks, which is nothing new for the first-person puzzler, but Antichamber also keeps a distinctive ‘sketchy’ feel to the lines in the game, and expertly uses primary colors not only to decorate, but also to train the player in mechanics.Īll the cute environment tricks in the world won’t help your game if its puzzling isn’t strong, and I’m delighted to say that the creators of Antichamber seem very aware of this fact. Into this bizarre world of conflicting dimensions and “ex-logic” the player is dropped with no narrative or story to get in the way of things: simply the wonderfully unintuitive environment to enjoy. It means that players finally have a chance to crawl into an M.C. Travelling in one direction might get you right back to where you started, while running around in a circle might take you someplace new. A straight path might take longer than a detour. Antichamber’s flagship quality is the fact that the environment is non-Euclidean. The first thing anybody notices about Antichamber is also the defining quality of the game: in Antichamber, space is weird. Those ten minutes left me excited, confused, and with just the tiniest bit of a headache. I’d heard of the title, and the indie developer behind it, and thought I’d give it ten minutes of my time. My first experience with Antichamber came when I played the demo of it at Pax Prime.
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